SRD5:Quasit: Difference between revisions

From Rlyehwiki
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
Line 11: Line 11:
|type=Fiend  
|type=Fiend  
|swarm=  
|swarm=  
|subtype=Demon  
|subtype=Demon, Quasit, Shapechanger
|subtype2=Shapechanger
|align=Chaotic Evil  
|align=Chaotic Evil  
|ac=13  
|ac=13  

Latest revision as of 16:03, 14 September 2024

Quasit exists in other D&D editions see:

Quasit (disambiguation).

Quasit [SRD5 OGL/CC-BY][1]
Tiny Fiend  (Demons, Quasits, Shapechangers), Chaotic Evil
Armor Class: 13
Hit Points: 13 (3d4)
Speed: 40 ft.
Str Dex Con Int Wis Cha
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
Skills: Stealth +5
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunity: poison
Condition Immune: poisoned
Senses: darkvision 120 ft., passive perception 10
Languages: Abyssal, common
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2

Features

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. 

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare. One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

End of the SRD5 material

Unofficial Description: Quasits are demons that appear as green bipedal creatures with long tails and two long horns.

Found in Adventures

Sources and Notes

  1. SRD5:

Back to Main PageDnD5x5e (2014)MonsterFiendDemon
  SRD5 Content
This is article is part of the SRD5 and covered by both the Open Game License v1.0a & Creative Commons Attributed International 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains SRD5 material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.


Monster data +

Quasit (Sort Text: Demon Quasit 5e, Size: Tiny, Type: Fiend, Subtypes: Demon Quasit Shapechanger, Alignment: Chaotic Evil, HP: 13, CR: 1, Features: Shapechanger Magic Resistance Claws Scare Invisibility, Has Lair: No, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: SRD-OGL v5.1 SRD-CC v5.1)

SRD-OGL v5.1, SRD-CC v5.1 Contrigubtions +

0 articles
No results